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<li class="navelem"><a class="el" href="namespacesmall3d.html">small3d</a></li><li class="navelem"><a class="el" href="classsmall3d_1_1_scene_object.html">SceneObject</a></li>  </ul>
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  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
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<a href="classsmall3d_1_1_scene_object-members.html">List of all members</a>  </div>
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<div class="title">small3d::SceneObject Class Reference</div>  </div>
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<p>An object that appears on the 3D scene. It is made up of a <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>, together with information for positioning, rotation and collision detection. Skeletal animation is supported if contained in the <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>. Otherwise, frame based animation can be used if the <a class="el" href="classsmall3d_1_1_scene_object.html" title="An object that appears on the 3D scene. It is made up of a Model, together with information for posit...">SceneObject</a> is constructed with a vector of Models, each of which will be used as an animation frame.  
 <a href="classsmall3d_1_1_scene_object.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="_scene_object_8hpp_source.html">SceneObject.hpp</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ad11ac06b60114c669aae289e88825c13"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ad11ac06b60114c669aae289e88825c13">SceneObject</a> (const std::string &amp;name, const <a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp;model, const uint32_t boundingBoxSubdivisions=0)</td></tr>
<tr class="memdesc:ad11ac06b60114c669aae289e88825c13"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> based constructor (skeletal animation)  <a href="classsmall3d_1_1_scene_object.html#ad11ac06b60114c669aae289e88825c13">More...</a><br /></td></tr>
<tr class="separator:ad11ac06b60114c669aae289e88825c13"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8bf6c0a962de303eed7173d926281681"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a8bf6c0a962de303eed7173d926281681">SceneObject</a> (const std::string &amp;name, const <a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp;&amp;model, const uint32_t boundingBoxSubdivisions=0)</td></tr>
<tr class="memdesc:a8bf6c0a962de303eed7173d926281681"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> based constructor (skeletal animation)  <a href="classsmall3d_1_1_scene_object.html#a8bf6c0a962de303eed7173d926281681">More...</a><br /></td></tr>
<tr class="separator:a8bf6c0a962de303eed7173d926281681"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6f67b124c2aa48133144c4c77a1e6077"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a6f67b124c2aa48133144c4c77a1e6077">SceneObject</a> (const std::string &amp;name, const std::vector&lt; std::shared_ptr&lt; <a class="el" href="classsmall3d_1_1_model.html">Model</a> &gt;&gt; models, const uint32_t boundingBoxSubdivisions=0)</td></tr>
<tr class="memdesc:a6f67b124c2aa48133144c4c77a1e6077"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> vector based constructor (animation using frames)  <a href="classsmall3d_1_1_scene_object.html#a6f67b124c2aa48133144c4c77a1e6077">More...</a><br /></td></tr>
<tr class="separator:a6f67b124c2aa48133144c4c77a1e6077"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6ec4802e84b93ec67e858998e6ae2773"><td class="memItemLeft" align="right" valign="top"><a id="a6ec4802e84b93ec67e858998e6ae2773"></a>
&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a6ec4802e84b93ec67e858998e6ae2773">~SceneObject</a> ()=default</td></tr>
<tr class="memdesc:a6ec4802e84b93ec67e858998e6ae2773"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destructor. <br /></td></tr>
<tr class="separator:a6ec4802e84b93ec67e858998e6ae2773"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a990a1b6f6f3ab08fd71f5c4a220afc4c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a990a1b6f6f3ab08fd71f5c4a220afc4c">getModel</a> ()</td></tr>
<tr class="memdesc:a990a1b6f6f3ab08fd71f5c4a220afc4c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the object's model.  <a href="classsmall3d_1_1_scene_object.html#a990a1b6f6f3ab08fd71f5c4a220afc4c">More...</a><br /></td></tr>
<tr class="separator:a990a1b6f6f3ab08fd71f5c4a220afc4c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a707117c0bba4ae82d857c9a92f09b7a1"><td class="memItemLeft" align="right" valign="top">uint64_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a707117c0bba4ae82d857c9a92f09b7a1">getCurrentPose</a> ()</td></tr>
<tr class="memdesc:a707117c0bba4ae82d857c9a92f09b7a1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the current animation pose.  <a href="classsmall3d_1_1_scene_object.html#a707117c0bba4ae82d857c9a92f09b7a1">More...</a><br /></td></tr>
<tr class="separator:a707117c0bba4ae82d857c9a92f09b7a1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac2fb2cc0bb04420aad1677a03c6da6d0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ac2fb2cc0bb04420aad1677a03c6da6d0">setAnimation</a> (uint32_t animationIdx)</td></tr>
<tr class="memdesc:ac2fb2cc0bb04420aad1677a03c6da6d0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the current animation.  <a href="classsmall3d_1_1_scene_object.html#ac2fb2cc0bb04420aad1677a03c6da6d0">More...</a><br /></td></tr>
<tr class="separator:ac2fb2cc0bb04420aad1677a03c6da6d0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a128bf0fe972ec9583dd2e55c841f9f13"><td class="memItemLeft" align="right" valign="top">std::vector&lt; <a class="el" href="classsmall3d_1_1_model.html">Model</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a128bf0fe972ec9583dd2e55c841f9f13">getBoundingBoxSetModels</a> ()</td></tr>
<tr class="memdesc:a128bf0fe972ec9583dd2e55c841f9f13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the bounding box set as models (for debug-rendering)  <a href="classsmall3d_1_1_scene_object.html#a128bf0fe972ec9583dd2e55c841f9f13">More...</a><br /></td></tr>
<tr class="separator:a128bf0fe972ec9583dd2e55c841f9f13"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a228935cac59f075ac5450dc128ca79e5"><td class="memItemLeft" align="right" valign="top">std::vector&lt; BoundingBoxSet::extremes &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a228935cac59f075ac5450dc128ca79e5">getBoundingBoxSetExtremes</a> ()</td></tr>
<tr class="memdesc:a228935cac59f075ac5450dc128ca79e5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the bounding box set extremes (min and max coords)  <a href="classsmall3d_1_1_scene_object.html#a228935cac59f075ac5450dc128ca79e5">More...</a><br /></td></tr>
<tr class="separator:a228935cac59f075ac5450dc128ca79e5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae18cf681f49f719fa77f9b83bdb88da8"><td class="memItemLeft" align="right" valign="top">const std::string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ae18cf681f49f719fa77f9b83bdb88da8">getName</a> () const</td></tr>
<tr class="memdesc:ae18cf681f49f719fa77f9b83bdb88da8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the name of the object.  <a href="classsmall3d_1_1_scene_object.html#ae18cf681f49f719fa77f9b83bdb88da8">More...</a><br /></td></tr>
<tr class="separator:ae18cf681f49f719fa77f9b83bdb88da8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a25dd3597cb90bca03880e9727f64d8b0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a25dd3597cb90bca03880e9727f64d8b0">setRotation</a> (const glm::vec3 &amp;rotation)</td></tr>
<tr class="memdesc:a25dd3597cb90bca03880e9727f64d8b0"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Set the rotation of the object. (Overwrites transformation entered via setTransformation)  <a href="classsmall3d_1_1_scene_object.html#a25dd3597cb90bca03880e9727f64d8b0">More...</a><br /></td></tr>
<tr class="separator:a25dd3597cb90bca03880e9727f64d8b0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8a0c65989bf2723b3cfe10e93b64d808"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a8a0c65989bf2723b3cfe10e93b64d808">rotate</a> (const glm::vec3 &amp;rotation)</td></tr>
<tr class="memdesc:a8a0c65989bf2723b3cfe10e93b64d808"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Modify the rotation of the object  <a href="classsmall3d_1_1_scene_object.html#a8a0c65989bf2723b3cfe10e93b64d808">More...</a><br /></td></tr>
<tr class="separator:a8a0c65989bf2723b3cfe10e93b64d808"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab2e256555d8f7befc6c51422d8a61853"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ab2e256555d8f7befc6c51422d8a61853">setTransformation</a> (const glm::mat4x4 &amp;rotation)</td></tr>
<tr class="memdesc:ab2e256555d8f7befc6c51422d8a61853"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Set the transformation matrix of the object. (Overwrites rotation entered via setRotation)  <a href="classsmall3d_1_1_scene_object.html#ab2e256555d8f7befc6c51422d8a61853">More...</a><br /></td></tr>
<tr class="separator:ab2e256555d8f7befc6c51422d8a61853"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2d0c13ddbd240538822603b4180e6c80"><td class="memItemLeft" align="right" valign="top">const glm::vec3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a2d0c13ddbd240538822603b4180e6c80">getOrientation</a> () const</td></tr>
<tr class="memdesc:a2d0c13ddbd240538822603b4180e6c80"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Get the orientation of the object  <a href="classsmall3d_1_1_scene_object.html#a2d0c13ddbd240538822603b4180e6c80">More...</a><br /></td></tr>
<tr class="separator:a2d0c13ddbd240538822603b4180e6c80"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ada7bde01d3d008e2a146e155a88721a2"><td class="memItemLeft" align="right" valign="top">const glm::mat4x4 &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ada7bde01d3d008e2a146e155a88721a2">getTransformation</a> () const</td></tr>
<tr class="memdesc:ada7bde01d3d008e2a146e155a88721a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Get the tranformation matrix of the object  <a href="classsmall3d_1_1_scene_object.html#ada7bde01d3d008e2a146e155a88721a2">More...</a><br /></td></tr>
<tr class="separator:ada7bde01d3d008e2a146e155a88721a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a13b47e78ca853f3e88544656f10d5aa1"><td class="memItemLeft" align="right" valign="top">const glm::vec3 &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a13b47e78ca853f3e88544656f10d5aa1">getRotationXYZ</a> () const</td></tr>
<tr class="memdesc:a13b47e78ca853f3e88544656f10d5aa1"><td class="mdescLeft">&#160;</td><td class="mdescRight">: Get the rotation of the object in x, y, z representation. This will NOT work if the rotation was set via the setTransformation function.  <a href="classsmall3d_1_1_scene_object.html#a13b47e78ca853f3e88544656f10d5aa1">More...</a><br /></td></tr>
<tr class="separator:a13b47e78ca853f3e88544656f10d5aa1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa75dd89ad5771b91c9f9232fc1541c7f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#aa75dd89ad5771b91c9f9232fc1541c7f">startAnimating</a> (bool repeat=true)</td></tr>
<tr class="memdesc:aa75dd89ad5771b91c9f9232fc1541c7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Start animating the object.  <a href="classsmall3d_1_1_scene_object.html#aa75dd89ad5771b91c9f9232fc1541c7f">More...</a><br /></td></tr>
<tr class="separator:aa75dd89ad5771b91c9f9232fc1541c7f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a005d922b169d1922f2f28402cd7a0cf6"><td class="memItemLeft" align="right" valign="top"><a id="a005d922b169d1922f2f28402cd7a0cf6"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a005d922b169d1922f2f28402cd7a0cf6">stopAnimating</a> ()</td></tr>
<tr class="memdesc:a005d922b169d1922f2f28402cd7a0cf6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stop animating the object. <br /></td></tr>
<tr class="separator:a005d922b169d1922f2f28402cd7a0cf6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5df12246f187a1660fc54a14e6d7c96d"><td class="memItemLeft" align="right" valign="top"><a id="a5df12246f187a1660fc54a14e6d7c96d"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a5df12246f187a1660fc54a14e6d7c96d">resetAnimation</a> ()</td></tr>
<tr class="memdesc:a5df12246f187a1660fc54a14e6d7c96d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reset the animation sequence (go to the first frame) <br /></td></tr>
<tr class="separator:a5df12246f187a1660fc54a14e6d7c96d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac5597d21a46f7208fc92377f9cc8b631"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#ac5597d21a46f7208fc92377f9cc8b631">setFrameDelay</a> (const int delay)</td></tr>
<tr class="memdesc:ac5597d21a46f7208fc92377f9cc8b631"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the animation speed.  <a href="classsmall3d_1_1_scene_object.html#ac5597d21a46f7208fc92377f9cc8b631">More...</a><br /></td></tr>
<tr class="separator:ac5597d21a46f7208fc92377f9cc8b631"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0a722eafd61700974e95cc5df13dedfe"><td class="memItemLeft" align="right" valign="top"><a id="a0a722eafd61700974e95cc5df13dedfe"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a0a722eafd61700974e95cc5df13dedfe">animate</a> ()</td></tr>
<tr class="memdesc:a0a722eafd61700974e95cc5df13dedfe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Process animation (progress current frame if necessary) <br /></td></tr>
<tr class="separator:a0a722eafd61700974e95cc5df13dedfe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5283a2f591ddc7b129ad64b5c45b9a1d"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a5283a2f591ddc7b129ad64b5c45b9a1d">contains</a> (const glm::vec3 &amp;point) const</td></tr>
<tr class="memdesc:a5283a2f591ddc7b129ad64b5c45b9a1d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check if the bounding boxes of this object contain a given point.  <a href="classsmall3d_1_1_scene_object.html#a5283a2f591ddc7b129ad64b5c45b9a1d">More...</a><br /></td></tr>
<tr class="separator:a5283a2f591ddc7b129ad64b5c45b9a1d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aada0251f41d57af696de045614e88589"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#aada0251f41d57af696de045614e88589">containsCorners</a> (const <a class="el" href="classsmall3d_1_1_scene_object.html">SceneObject</a> &amp;otherObject) const</td></tr>
<tr class="memdesc:aada0251f41d57af696de045614e88589"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check if the bounding boxes of this object contain a corner of the bounding boxes of another object.  <a href="classsmall3d_1_1_scene_object.html#aada0251f41d57af696de045614e88589">More...</a><br /></td></tr>
<tr class="separator:aada0251f41d57af696de045614e88589"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a839752edce2973b037b45dbeb96387b5"><td class="memItemLeft" align="right" valign="top">glm::vec3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classsmall3d_1_1_scene_object.html#a839752edce2973b037b45dbeb96387b5">position</a> = glm::vec3(0.0f, 0.0f, 0.0f)</td></tr>
<tr class="separator:a839752edce2973b037b45dbeb96387b5"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="friends"></a>
Friends</h2></td></tr>
<tr class="memitem:a70538530bc36e033e360880ef311df61"><td class="memItemLeft" align="right" valign="top"><a id="a70538530bc36e033e360880ef311df61"></a>
class&#160;</td><td class="memItemRight" valign="bottom"><b>Renderer</b></td></tr>
<tr class="separator:a70538530bc36e033e360880ef311df61"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>An object that appears on the 3D scene. It is made up of a <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>, together with information for positioning, rotation and collision detection. Skeletal animation is supported if contained in the <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a>. Otherwise, frame based animation can be used if the <a class="el" href="classsmall3d_1_1_scene_object.html" title="An object that appears on the 3D scene. It is made up of a Model, together with information for posit...">SceneObject</a> is constructed with a vector of Models, each of which will be used as an animation frame. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="ad11ac06b60114c669aae289e88825c13"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad11ac06b60114c669aae289e88825c13">&#9670;&nbsp;</a></span>SceneObject() <span class="overload">[1/3]</span></h2>

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          <td class="memname">small3d::SceneObject::SceneObject </td>
          <td>(</td>
          <td class="paramtype">const std::string &amp;&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp;&#160;</td>
          <td class="paramname"><em>model</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const uint32_t&#160;</td>
          <td class="paramname"><em>boundingBoxSubdivisions</em> = <code>0</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> based constructor (skeletal animation) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">name</td><td>The name of the object </td></tr>
    <tr><td class="paramname">model</td><td>The <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> for which to create the object (lvalue) </td></tr>
    <tr><td class="paramname">boundingBoxSubdivisions</td><td>How many times to subdivide the initially created bounding box, getting more accurate collision detection at the expense of performance. </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a8bf6c0a962de303eed7173d926281681">&#9670;&nbsp;</a></span>SceneObject() <span class="overload">[2/3]</span></h2>

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          <td class="memname">small3d::SceneObject::SceneObject </td>
          <td>(</td>
          <td class="paramtype">const std::string &amp;&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp;&amp;&#160;</td>
          <td class="paramname"><em>model</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const uint32_t&#160;</td>
          <td class="paramname"><em>boundingBoxSubdivisions</em> = <code>0</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> based constructor (skeletal animation) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">name</td><td>The name of the object </td></tr>
    <tr><td class="paramname">model</td><td>The <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> for which to create the object (rvalue) </td></tr>
    <tr><td class="paramname">boundingBoxSubdivisions</td><td>How many times to subdivide the initially created bounding box, getting more accurate collision detection at the expense of performance. </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a6f67b124c2aa48133144c4c77a1e6077">&#9670;&nbsp;</a></span>SceneObject() <span class="overload">[3/3]</span></h2>

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          <td class="memname">small3d::SceneObject::SceneObject </td>
          <td>(</td>
          <td class="paramtype">const std::string &amp;&#160;</td>
          <td class="paramname"><em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const std::vector&lt; std::shared_ptr&lt; <a class="el" href="classsmall3d_1_1_model.html">Model</a> &gt;&gt;&#160;</td>
          <td class="paramname"><em>models</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const uint32_t&#160;</td>
          <td class="paramname"><em>boundingBoxSubdivisions</em> = <code>0</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p><a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> vector based constructor (animation using frames) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">name</td><td>The name of the object </td></tr>
    <tr><td class="paramname">models</td><td>The <a class="el" href="classsmall3d_1_1_model.html" title="A 3D model. It can be loaded from a WavefrontFile or GlbFile. It can also be constructed procedurally...">Model</a> for which to create the object (rvalue) </td></tr>
    <tr><td class="paramname">boundingBoxSubdivisions</td><td>How many times to subdivide the initially created bounding box, getting more accurate collision detection at the expense of performance. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="a5283a2f591ddc7b129ad64b5c45b9a1d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5283a2f591ddc7b129ad64b5c45b9a1d">&#9670;&nbsp;</a></span>contains()</h2>

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          <td class="memname">bool small3d::SceneObject::contains </td>
          <td>(</td>
          <td class="paramtype">const glm::vec3 &amp;&#160;</td>
          <td class="paramname"><em>point</em></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
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<p>Check if the bounding boxes of this object contain a given point. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">point</td><td>The point </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>True if the point is contained in the bounding boxes of the object, False otherwise. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aada0251f41d57af696de045614e88589">&#9670;&nbsp;</a></span>containsCorners()</h2>

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          <td class="memname">bool small3d::SceneObject::containsCorners </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classsmall3d_1_1_scene_object.html">SceneObject</a> &amp;&#160;</td>
          <td class="paramname"><em>otherObject</em></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
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<p>Check if the bounding boxes of this object contain a corner of the bounding boxes of another object. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">otherObject</td><td>The other object. </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>True if the bounding boxes of this object contain a corner of the bounding boxes of another object, False otherwise. </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a228935cac59f075ac5450dc128ca79e5">&#9670;&nbsp;</a></span>getBoundingBoxSetExtremes()</h2>

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          <td class="memname">std::vector&lt; BoundingBoxSet::extremes &gt; &amp; small3d::SceneObject::getBoundingBoxSetExtremes </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Get the bounding box set extremes (min and max coords) </p>
<dl class="section return"><dt>Returns</dt><dd>The bounding box set extremes </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a128bf0fe972ec9583dd2e55c841f9f13">&#9670;&nbsp;</a></span>getBoundingBoxSetModels()</h2>

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          <td class="memname">std::vector&lt; <a class="el" href="classsmall3d_1_1_model.html">Model</a> &gt; small3d::SceneObject::getBoundingBoxSetModels </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<p>Get the bounding box set as models (for debug-rendering) </p>
<dl class="section return"><dt>Returns</dt><dd>The bounding box set models </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a707117c0bba4ae82d857c9a92f09b7a1">&#9670;&nbsp;</a></span>getCurrentPose()</h2>

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          <td class="memname">uint64_t small3d::SceneObject::getCurrentPose </td>
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          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Get the current animation pose. </p>
<dl class="section return"><dt>Returns</dt><dd>The current animation pose </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a990a1b6f6f3ab08fd71f5c4a220afc4c">&#9670;&nbsp;</a></span>getModel()</h2>

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          <td class="memname"><a class="el" href="classsmall3d_1_1_model.html">Model</a> &amp; small3d::SceneObject::getModel </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Get the object's model. </p>
<dl class="section return"><dt>Returns</dt><dd>The object's model </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ae18cf681f49f719fa77f9b83bdb88da8">&#9670;&nbsp;</a></span>getName()</h2>

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          <td class="memname">const std::string small3d::SceneObject::getName </td>
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          <td class="paramname"></td><td>)</td>
          <td> const</td>
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<p>Get the name of the object. </p>
<dl class="section return"><dt>Returns</dt><dd>The name of the object </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a2d0c13ddbd240538822603b4180e6c80">&#9670;&nbsp;</a></span>getOrientation()</h2>

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          <td class="memname">const glm::vec3 small3d::SceneObject::getOrientation </td>
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          <td class="paramname"></td><td>)</td>
          <td> const</td>
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      </table>
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<p>: Get the orientation of the object </p>
<dl class="section return"><dt>Returns</dt><dd>The orientation of the object </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a13b47e78ca853f3e88544656f10d5aa1">&#9670;&nbsp;</a></span>getRotationXYZ()</h2>

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          <td class="memname">const glm::vec3 &amp; small3d::SceneObject::getRotationXYZ </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
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<p>: Get the rotation of the object in x, y, z representation. This will NOT work if the rotation was set via the setTransformation function. </p>
<dl class="section return"><dt>Returns</dt><dd>The rotation in x, y, z representation </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ada7bde01d3d008e2a146e155a88721a2">&#9670;&nbsp;</a></span>getTransformation()</h2>

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          <td class="memname">const glm::mat4x4 &amp; small3d::SceneObject::getTransformation </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
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<p>: Get the tranformation matrix of the object </p>
<dl class="section return"><dt>Returns</dt><dd>The tranformation matrix </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a8a0c65989bf2723b3cfe10e93b64d808">&#9670;&nbsp;</a></span>rotate()</h2>

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          <td class="memname">void small3d::SceneObject::rotate </td>
          <td>(</td>
          <td class="paramtype">const glm::vec3 &amp;&#160;</td>
          <td class="paramname"><em>rotation</em></td><td>)</td>
          <td></td>
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      </table>
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<p>: Modify the rotation of the object </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">rotation</td><td>The rotation to modify by (x, y, z) </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ac2fb2cc0bb04420aad1677a03c6da6d0">&#9670;&nbsp;</a></span>setAnimation()</h2>

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          <td class="memname">void small3d::SceneObject::setAnimation </td>
          <td>(</td>
          <td class="paramtype">uint32_t&#160;</td>
          <td class="paramname"><em>animationIdx</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
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<p>Set the current animation. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">animationIdx</td><td>The index of the current animation </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ac5597d21a46f7208fc92377f9cc8b631">&#9670;&nbsp;</a></span>setFrameDelay()</h2>

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          <td class="memname">void small3d::SceneObject::setFrameDelay </td>
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          <td class="paramtype">const int&#160;</td>
          <td class="paramname"><em>delay</em></td><td>)</td>
          <td></td>
        </tr>
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<p>Set the animation speed. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">delay</td><td>The delay between each animation frame, expressed in number of game frames </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a25dd3597cb90bca03880e9727f64d8b0">&#9670;&nbsp;</a></span>setRotation()</h2>

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          <td class="memname">void small3d::SceneObject::setRotation </td>
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          <td class="paramtype">const glm::vec3 &amp;&#160;</td>
          <td class="paramname"><em>rotation</em></td><td>)</td>
          <td></td>
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      </table>
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<p>: Set the rotation of the object. (Overwrites transformation entered via setTransformation) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">rotation</td><td>The rotation (x, y, z) </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ab2e256555d8f7befc6c51422d8a61853">&#9670;&nbsp;</a></span>setTransformation()</h2>

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          <td class="memname">void small3d::SceneObject::setTransformation </td>
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          <td class="paramtype">const glm::mat4x4 &amp;&#160;</td>
          <td class="paramname"><em>rotation</em></td><td>)</td>
          <td></td>
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      </table>
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<p>: Set the transformation matrix of the object. (Overwrites rotation entered via setRotation) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">rotation</td><td>The tranformation matrix </td></tr>
  </table>
  </dd>
</dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aa75dd89ad5771b91c9f9232fc1541c7f">&#9670;&nbsp;</a></span>startAnimating()</h2>

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          <td class="memname">void small3d::SceneObject::startAnimating </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>repeat</em> = <code>true</code></td><td>)</td>
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<p>Start animating the object. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">repeat</td><td>Repeat the animation after it has finished? </td></tr>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a839752edce2973b037b45dbeb96387b5">&#9670;&nbsp;</a></span>position</h2>

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          <td class="memname">glm::vec3 small3d::SceneObject::position = glm::vec3(0.0f, 0.0f, 0.0f)</td>
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<p>Position of the object </p>

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<hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="_scene_object_8hpp_source.html">SceneObject.hpp</a></li>
<li>SceneObject.cpp</li>
</ul>
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